- [Instructor] Having blocked out…the basic shape for our robot's head,…what we want to look at in this particular exercise…is creating the base geometry for this eye section…so that we can then go ahead with creating the eye itself.…To start, let's enter vertex of object mode.…Select this horizontal loop of verts…deselecting those that make up the eye section,…and then scale them on the x-axis in the front viewport…so as to match up to our reference,…flattening them out on one side.…
Now, we made need to turn the…edge constraint toggle off here…if we are following on from the previous video.…Let's then do the same for any of the other edge loops…that are not matching up here.…Coming to the left view by pressing the L key,…we can maximize with the Alt and W keys…as we want to take a look at the area…with this diamond shape and just move things around…so as to better match the shape that we see…on the high-poly mesh.…
We will, of course, need to do this on both sides…of our geometry.…Now, this process can be a little time-consuming…
- Gamma and scale
- Setting up a scene
- Creation and shaping
- Using symmetry modifiers
- UV mapping
- Using guide objects
- Detailing and finishing
- Refining a model
- Prepping a model
- Exporting a model
- Fixing issues
- Normal map baking
Skill Level Beginner
Creating a Stylized Wooden Crate Game Assetwith Joel Bradley2h 17m Intermediate
Creating a Environment Kit Design for Gameswith Christian Bradley2h 38m Intermediate
1. Modeling and Unwrapping the Drive Wheel Assembly
2. Building and UV Mapping the Wheels and Tread
3. Creating and Mapping the Head
4. Modeling and UV Mapping the Piston Assembly
5. Final Modeling, FBX Export, and Normal Map Baking
Next steps1m 41s
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